Wow, I really love this! Using the distortions in the Shader editor is so genius for multiple reasons. The big one is it doesn’t affect animation / viewport performance at all!
I love the 3d claymation style. I especially loved the character talking to us throughout. It really showed off the personality you had given to the character while also showing your thought process! Super cool video!
I’ve been trying to go about the same thing so I was so excited to see this. I found similar references too, i looove worthikids video. I’m working on an aardman animation esque video at the moment. Hopefully it turns out alright
Great work. I can't say I prefer 3d claymation over 2D animation, since I had a bias towards the 2d look with toon shaders if the the model is actually 3d. But either one grows on you for how well they fit the story.
Nice work, is good to see that your process and keep sharing it. Also, I like that you brought up documentation, it's something I don't usually see, and I love it, I would really love to see a video talking about it and how you do it. Cheers!
In the 2D version, both the character and the box, seem to be on the same plain if depth. I know you had time constraints, but would be interesting to see how you would deal with mimicking a rigged character, running at an angle in 2D, with the change of depth from the box, that we see in the 3D version. Seems like you would need to maybe create a character that could be spun 360 (I’m still more of a MOHO fan) and then move it through the Z-axis? Would also be interesting to see how you tackle the walk cycle for such a movement, in 2D, as to appear natural.
I there, thank you for your insightful comment. Moho is very good at adding depth, but as a 3D program so is Blender. When I began the animation process I had intended to animate the depth, by placing the root bone of the character further back in space, however I chose to lean into the 2D feeling of the animation, and kept everything at the same depth. Whether this was a good decision is very much subjective :D. Regarding running at an angle, I've recently been trying to create simpler, more dynamic characters, rather than stuffing a character with features (which is something I was prone to do with Moho, resulting in lower quality animation) so I would probably try to hack together a believable run, with the angle I have. This is not because blender can't create complex characters, but because my style is shifting. Thank you so much for you comment. It was really interesting, and made me asking many questions about my work flow. :D
Hey there, thank you for the question. I really should have mentioned it in the video. This project took about 4 weeks, though I also had 3 other courses and corresponding assignments due at similar times. I hope that you find this information helpful :)
Yes. I was running out of time to get the assignment done, so I fooled myself into thinking "Leaving open to interpretation is better" but no... I think you're right. Perhaps I'll get around to changing it some day. :D thanks for the feedback :D
Hi there, I'm not currently accepting freelance work. I'm not exactly sure what you mean by "convert an existing PSD character" does that mean creating a 3D character from concept art? or creating a 2D puppet from your artwork? I would recommend getting in contact with Small Robot Studios : www.youtube.com/@SmallRobotStudio/about :D
@@SketchySquirrel Thanks for your prompt reply. With the PSD file, I mean can you actually import a 2D Photoshop (PSD) file into blender and then use that as the character rather than trying to create the same file in blender again.